//参数是把地形看作一个2维矩形,该矩形的四个顶点 void TerrainBorderRenderable::Init(float left, float top, float right, float bottom) { LoadTexture(); MakeVertexBuffer(left, top, right, bottom); MakeIndexBuffer(); MakeVertexDeclaration(); LoadFx(); }
void TerrainRenderable::LoadFromFile() { m_pHeightField = new TerrainHeightField; m_pHeightField->LoadFromHeightMap("../media/terrain/height.png", terrain_w, terrain_h); LoadTexture(); MakeVertexBuffer(); MakeIndexBuffer(); MakeVertexDeclaration(); LoadFx(); }
void CWndCredit::SetWndRect( CRect rectWnd, BOOL bOnSize ) { CRect rectOld = m_rectClient; m_rectWindow = rectWnd; m_rectClient = m_rectWindow; m_rectLayout = m_rectClient; if( IsWndRoot() == FALSE && !IsWndStyle( WBS_NOFRAME ) ) { if( IsWndStyle( WBS_CAPTION ) == TRUE ) m_rectClient.top += 17; m_rectClient.DeflateRect( 2, 2, 6, 8 ); m_rectLayout = m_rectClient; m_rectLayout.DeflateRect( 8, 8 ); } if( bOnSize && ( rectOld.Width() != m_rectClient.Width() || rectOld.Height() != m_rectClient.Height() ) ) OnSize( 0, m_rectClient.Width(), m_rectClient.Height() ); MakeVertexBuffer(); }